Age | Commit message (Collapse) | Author | |
---|---|---|---|
2011-04-28 | JANITORIAL: Reduce header dependencies in shared code | Ori Avtalion | |
Some backends may break as I only compiled SDL | |||
2011-04-14 | ALL: colour -> color | Max Horn | |
2011-02-15 | SWORD2: Adapt to setPalette/grabPalette RGBA->RGB change. | Johannes Schickel | |
Thanks to eriktorbjorn for helping me with this. | |||
2011-02-07 | COMMON: OSystem now has a PaletteManager | Max Horn | |
svn-id: r55806 | |||
2010-11-01 | SWORD2: Cleanup pause handling | Torbjörn Andersson | |
Removed a bunch of pause-related code which I either can't remember why it's there, or which doesn't seem to serve any useful purpose. Most things I've tried seem to work as well or better than before. svn-id: r53997 | |||
2009-09-30 | Fix code formatting (esp. 'if(' -> 'if (' etc., but also indention and other ↵ | Max Horn | |
things) svn-id: r44495 | |||
2009-05-31 | The error() and warning() functions add ! and newline automatically. (I didn't | Torbjörn Andersson | |
look at debug() and debugC(), since I'm really bored with this now. :-) svn-id: r41061 | |||
2009-05-24 | Strip trailing whitespaces in the whole code base. | Johannes Schickel | |
svn-id: r40867 | |||
2009-04-07 | Sword2: PSX version support, and GMM loading/saving | Fabio Battaglia | |
svn-id: r39896 | |||
2008-11-09 | Removed some code that was added earlier to deal with dimming/undimming the | Torbjörn Andersson | |
palette when pausing the game in a mid-fade. The game can only be paused in mid-fade from the outside, and then the palette isn't dimmed/undimmed. svn-id: r34958 | |||
2008-11-09 | Allow pausing (from the outside) during credits and palette fades. ↵ | Torbjörn Andersson | |
Refactored the code to distinguish outside pausing from in-game pausing, to avoid cursor-related problems. The screen is now only dimmed during in-game pausing. svn-id: r34957 | |||
2008-09-30 | Renamed Engine::quit to Engine::shouldQuit (previously, it was easily ↵ | Max Horn | |
confused with Engine::quitGame); also cleaned up engine.h a bit svn-id: r34700 | |||
2008-07-13 | SWORD2 works with the new GMM implementation | Christopher Page | |
svn-id: r33044 | |||
2008-05-29 | Rewrote dimPalette() so that the dimming is now a "filter" between the Screen | Torbjörn Andersson | |
class and the backend, i.e. as far as the game engine is concerned the palette remains unchanged. (This is similar how to the SCUMM engine handles the "noir" mode in Sam & Max.) This is one small step towards allowing the game to be paused anywhere. svn-id: r32369 | |||
2008-01-28 | Fixed the spaces before tabs. | Jordi Vilalta Prat | |
svn-id: r30667 | |||
2007-09-19 | Merged common/stdafx.h into common/scummsys.h. All referencing files have ↵ | Nicola Mettifogo | |
been updated. svn-id: r28966 | |||
2007-05-31 | Re-added Revolution Software copyright to BS2 engine | Max Horn | |
svn-id: r27030 | |||
2007-05-30 | Updated legal headers in source files, based on what Pidgin (the IM client ↵ | Max Horn | |
formerly knowns as Gaim) does; added new (incomplete) COPYRIGHT file; updated copyright dates in a few spots svn-id: r27024 | |||
2006-02-17 | Removed includes from sword2.h so that (hopefully) there will eventually be | Torbjörn Andersson | |
less dependencies. svn-id: r20741 | |||
2006-02-11 | Moved engines to the new engines/ directory | Max Horn | |
svn-id: r20582 |